Files
Commonwealth-Online-Public/plugin/lib/commonlibf4/include/RE/Fallout.h
T
andrew 65553a0c61 Drive proxy cadence from measured motion
Tie proxy locomotion/cadence to actual per-frame movement and motion-feedback instead of only replaying transmitted Speed.

Changes:
- docs/dev-log.md: add detailed dev log describing measured-cadence fix and cadence/animationSpeed work.
- plugin/include/F4TProxyPuppet.h: added NiPoint3 include and new API: SetProxyLocomotionState, SetProxyDesiredSpeed (legacy alias), and ApplyProxyLocomotionFrame.
- plugin/lib/commonlibf4/include/RE/A/ActorMotionFeedbackOutput.h: new tentative struct for motion-feedback output.
- plugin/lib/commonlibf4/include/RE/Fallout.h: include new ActorMotionFeedbackOutput header.
- plugin/src/F4TProxyActorController.cpp: track per-frame timing/puppet state, compute frame delta, use proxy->Move() with measured frameDelta and call ApplyProxyLocomotionFrame (instead of SetPosition/Lerp-only), and pass measured graph speed/direction to proxy.
- plugin/src/F4TProxyAnimationSync.cpp: use SetProxyLocomotionState to include direction when writing proxy locomotion state.
- plugin/src/F4TProxyPuppet.cpp: introduce ProxyLocomotionState map, sync controller motion fields, compute/push engine motion-feedback (via Compute/Update feedback vtable calls), use UpdateNoAI + manual motion feedback to drive cadence, implement ApplyProxyLocomotionFrame which derives velocity from world delta, clamps/chooses feedback speed (uses measured horizontal speed unless provided graph speed is valid), applies an idle threshold (<8 u/s -> idle), and writes graph speed back to the animation graph.

Why: This makes foot cadence reflect on-screen translation (eliminating mild foot slide/stop-overstay) by measuring applied displacement each frame, updating controller velocity/motion-feedback, and re-asserting animation graph inputs after UpdateNoAI.
2026-06-04 21:39:26 +12:00

1436 lines
49 KiB
C++

#pragma once
#include "F4SE/Impl/PCH.h"
#include "RE/A/ACTION_OBJECT.h"
#include "RE/A/ACTOR_AGGRESSION.h"
#include "RE/A/ACTOR_AGGRO_RADIUS.h"
#include "RE/A/ACTOR_ASSISTANCE.h"
#include "RE/A/ACTOR_BASE_DATA.h"
#include "RE/A/ACTOR_COMBAT_STATE.h"
#include "RE/A/ACTOR_CONFIDENCE.h"
#include "RE/A/ACTOR_CRITICAL_STAGE.h"
#include "RE/A/ACTOR_LIFE_STATE.h"
#include "RE/A/ACTOR_LOS_LOCATION.h"
#include "RE/A/ACTOR_MOVEMENT_TYPE.h"
#include "RE/A/ACTOR_STANCE.h"
#include "RE/A/ACTOR_VALUE_MODIFIER.h"
#include "RE/A/ACTOR_VISIBILITY_MASK.h"
#include "RE/A/ADDON_DATA.h"
#include "RE/A/AIDATA_GAME.h"
#include "RE/A/AIFormulas.h"
#include "RE/A/AIProcess.h"
#include "RE/A/AITimeStamp.h"
#include "RE/A/AITimer.h"
#include "RE/A/AMMO_DATA.h"
#include "RE/A/ActionInput.h"
#include "RE/A/ActionOutput.h"
#include "RE/A/ActionPoints.h"
#include "RE/A/ActiveEffect.h"
#include "RE/A/ActiveEffectList.h"
#include "RE/A/ActiveEffectReferenceEffectController.h"
#include "RE/A/Actor.h"
#include "RE/A/ActorEquipManager.h"
#include "RE/A/ActorEquipManagerEvent.h"
#include "RE/A/ActorItemEquipped.h"
#include "RE/A/ActorKill.h"
#include "RE/A/ActorMotionFeedbackData.h"
#include "RE/A/ActorMotionFeedbackOutput.h"
#include "RE/A/ActorMovementData.h"
#include "RE/A/ActorPackage.h"
#include "RE/A/ActorPackageData.h"
#include "RE/A/ActorStance.h"
#include "RE/A/ActorState.h"
#include "RE/A/ActorUtils.h"
#include "RE/A/ActorValue.h"
#include "RE/A/ActorValueEvents.h"
#include "RE/A/ActorValueInfo.h"
#include "RE/A/ActorValueOwner.h"
#include "RE/A/ActorValueStorage.h"
#include "RE/A/AimModel.h"
#include "RE/A/AlarmPackage.h"
#include "RE/A/AlchemyItem.h"
#include "RE/A/AnimationSpeedInformationTypes.h"
#include "RE/A/AnimationStanceNodeLocationData.h"
#include "RE/A/AnimationSystemUtils.h"
#include "RE/A/ApplyChangesFunctor.h"
#include "RE/A/ApplyColorUpdateEvent.h"
#include "RE/A/ArrowProjectile.h"
#include "RE/A/AttachTechniqueInput.h"
#include "RE/A/AttackBlockHandler.h"
#include "RE/A/AttackData.h"
#include "RE/A/AutoMoveHandler.h"
#include "RE/A/AvoidAreaStruct.h"
#include "RE/B/BGSAcousticSpace.h"
#include "RE/B/BGSAction.h"
#include "RE/B/BGSActorCellEvent.h"
#include "RE/B/BGSActorDeathEvent.h"
#include "RE/B/BGSActorEvent.h"
#include "RE/B/BGSAddonNode.h"
#include "RE/B/BGSAimModel.h"
#include "RE/B/BGSAnimationSequencer.h"
#include "RE/B/BGSAnimationSystemUtils.h"
#include "RE/B/BGSArtObject.h"
#include "RE/B/BGSAssociationType.h"
#include "RE/B/BGSAttachParentArray.h"
#include "RE/B/BGSAttackData.h"
#include "RE/B/BGSAttackDataForm.h"
#include "RE/B/BGSAttackDataMap.h"
#include "RE/B/BGSAttractionRule.h"
#include "RE/B/BGSAudioEffectChain.h"
#include "RE/B/BGSAwakeSoundData.h"
#include "RE/B/BGSBaseAlias.h"
#include "RE/B/BGSBehaviorGraphModel.h"
#include "RE/B/BGSBehaviorRootData.h"
#include "RE/B/BGSBendableSpline.h"
#include "RE/B/BGSBipedObjectForm.h"
#include "RE/B/BGSBlockBashData.h"
#include "RE/B/BGSBodyPart.h"
#include "RE/B/BGSBodyPartData.h"
#include "RE/B/BGSBodyPartDefs.h"
#include "RE/B/BGSCameraPath.h"
#include "RE/B/BGSCameraShot.h"
#include "RE/B/BGSCharacterMorph.h"
#include "RE/B/BGSCharacterTint.h"
#include "RE/B/BGSCollisionLayer.h"
#include "RE/B/BGSColorForm.h"
#include "RE/B/BGSComponent.h"
#include "RE/B/BGSConstructibleObject.h"
#include "RE/B/BGSCraftItemEvent.h"
#include "RE/B/BGSCraftingUseSound.h"
#include "RE/B/BGSCreatedObjectManager.h"
#include "RE/B/BGSDamageType.h"
#include "RE/B/BGSDebris.h"
#include "RE/B/BGSDecalEmitter.h"
#include "RE/B/BGSDecalGroup.h"
#include "RE/B/BGSDecalNode.h"
#include "RE/B/BGSDefaultObject.h"
#include "RE/B/BGSDefaultObjectManager.h"
#include "RE/B/BGSDestructibleObjectForm.h"
#include "RE/B/BGSDialogueBranch.h"
#include "RE/B/BGSDirectionalAmbientLightingColors.h"
#include "RE/B/BGSDualCastData.h"
#include "RE/B/BGSDualCastDataDEF.h"
#include "RE/B/BGSDynamicPersistenceManager.h"
#include "RE/B/BGSEncounterZone.h"
#include "RE/B/BGSEntryPoint.h"
#include "RE/B/BGSEquipIndex.h"
#include "RE/B/BGSEquipSlot.h"
#include "RE/B/BGSEquipType.h"
#include "RE/B/BGSExplosion.h"
#include "RE/B/BGSExplosionData.h"
#include "RE/B/BGSFeaturedItemMessage.h"
#include "RE/B/BGSFootstep.h"
#include "RE/B/BGSFootstepSet.h"
#include "RE/B/BGSForcedLocRefType.h"
#include "RE/B/BGSGodRays.h"
#include "RE/B/BGSHackTerminal.h"
#include "RE/B/BGSHazard.h"
#include "RE/B/BGSHazardData.h"
#include "RE/B/BGSHeadPart.h"
#include "RE/B/BGSIdleCollection.h"
#include "RE/B/BGSIdleMarker.h"
#include "RE/B/BGSImpactData.h"
#include "RE/B/BGSImpactDataSet.h"
#include "RE/B/BGSInstanceNamingRules.h"
#include "RE/B/BGSInstanceNamingRulesForm.h"
#include "RE/B/BGSInstancedQuestObjective.h"
#include "RE/B/BGSInventoryInterface.h"
#include "RE/B/BGSInventoryItem.h"
#include "RE/B/BGSInventoryItemEvent.h"
#include "RE/B/BGSInventoryList.h"
#include "RE/B/BGSInventoryListEvent.h"
#include "RE/B/BGSKeyword.h"
#include "RE/B/BGSKeywordForm.h"
#include "RE/B/BGSLOSData.h"
#include "RE/B/BGSLargeRefData.h"
#include "RE/B/BGSLensFlare.h"
#include "RE/B/BGSLightingTemplate.h"
#include "RE/B/BGSListForm.h"
#include "RE/B/BGSLoadGameBuffer.h"
#include "RE/B/BGSLocAlias.h"
#include "RE/B/BGSLocalizedString.h"
#include "RE/B/BGSLocation.h"
#include "RE/B/BGSLocationRefType.h"
#include "RE/B/BGSMaterialObject.h"
#include "RE/B/BGSMaterialSwap.h"
#include "RE/B/BGSMaterialType.h"
#include "RE/B/BGSMenuDisplayObject.h"
#include "RE/B/BGSMenuIcon.h"
#include "RE/B/BGSMessage.h"
#include "RE/B/BGSMessageIcon.h"
#include "RE/B/BGSMod.h"
#include "RE/B/BGSModelMaterialSwap.h"
#include "RE/B/BGSMovableStatic.h"
#include "RE/B/BGSMovementType.h"
#include "RE/B/BGSMusicTrackFormWrapper.h"
#include "RE/B/BGSMusicType.h"
#include "RE/B/BGSNativeTerminalForm.h"
#include "RE/B/BGSNavmeshableObject.h"
#include "RE/B/BGSNote.h"
#include "RE/B/BGSNumericIDIndex.h"
#include "RE/B/BGSObjectInstance.h"
#include "RE/B/BGSObjectInstanceExtra.h"
#include "RE/B/BGSOpenCloseForm.h"
#include "RE/B/BGSOutfit.h"
#include "RE/B/BGSOverridePackCollection.h"
#include "RE/B/BGSPackIn.h"
#include "RE/B/BGSPerk.h"
#include "RE/B/BGSPerkRankArray.h"
#include "RE/B/BGSPickLockEvent.h"
#include "RE/B/BGSPickupPutdownSounds.h"
#include "RE/B/BGSPreloadable.h"
#include "RE/B/BGSPreviewTransform.h"
#include "RE/B/BGSPrimitive.h"
#include "RE/B/BGSProjectile.h"
#include "RE/B/BGSProjectileData.h"
#include "RE/B/BGSPropertySheet.h"
#include "RE/B/BGSQuestInstanceText.h"
#include "RE/B/BGSQuestObjective.h"
#include "RE/B/BGSRefAlias.h"
#include "RE/B/BGSRefAliasInstanceData.h"
#include "RE/B/BGSReferenceEffect.h"
#include "RE/B/BGSRelationship.h"
#include "RE/B/BGSReverbParameters.h"
#include "RE/B/BGSSaveGameBuffer.h"
#include "RE/B/BGSSaveLoadBuffer.h"
#include "RE/B/BGSSaveLoadFileEntry.h"
#include "RE/B/BGSSaveLoadManager.h"
#include "RE/B/BGSSaveLoadScrapBuffer.h"
#include "RE/B/BGSSaveLoadThread.h"
#include "RE/B/BGSScene.h"
#include "RE/B/BGSSceneAction.h"
#include "RE/B/BGSSceneActionConversationBase.h"
#include "RE/B/BGSSceneActionDialogue.h"
#include "RE/B/BGSSceneActionNPCResponseDialogue.h"
#include "RE/B/BGSSceneActionPackage.h"
#include "RE/B/BGSSceneActionPlayerDialogue.h"
#include "RE/B/BGSSceneActionRadio.h"
#include "RE/B/BGSSceneActionStartScene.h"
#include "RE/B/BGSSceneActionTimer.h"
#include "RE/B/BGSScenePhase.h"
#include "RE/B/BGSShaderParticleGeometryData.h"
#include "RE/B/BGSSkinForm.h"
#include "RE/B/BGSSoundCategory.h"
#include "RE/B/BGSSoundCategorySnapshot.h"
#include "RE/B/BGSSoundDescriptorForm.h"
#include "RE/B/BGSSoundKeywordMapping.h"
#include "RE/B/BGSSoundOutput.h"
#include "RE/B/BGSSoundTagComponent.h"
#include "RE/B/BGSSoundTagSet.h"
#include "RE/B/BGSStaticCollection.h"
#include "RE/B/BGSStoryEvent.h"
#include "RE/B/BGSStoryEventManager.h"
#include "RE/B/BGSStoryManagerBranchNode.h"
#include "RE/B/BGSStoryManagerEventNode.h"
#include "RE/B/BGSStoryManagerNodeBase.h"
#include "RE/B/BGSStoryManagerQuestNode.h"
#include "RE/B/BGSStoryManagerTreeForm.h"
#include "RE/B/BGSStoryManagerTreeVisitor.h"
#include "RE/B/BGSSynchronizedAnimationManager.h"
#include "RE/B/BGSTalkingActivator.h"
#include "RE/B/BGSTerminal.h"
#include "RE/B/BGSTextureModel.h"
#include "RE/B/BGSTextureSet.h"
#include "RE/B/BGSTopicSubtypeUnion.h"
#include "RE/B/BGSTransform.h"
#include "RE/B/BGSTypedFormValuePair.h"
#include "RE/B/BGSTypedKeywordValue.h"
#include "RE/B/BGSVoiceType.h"
#include "RE/B/BGSZoomData.h"
#include "RE/B/BIPED_MODEL.h"
#include "RE/B/BIPED_OBJECT.h"
#include "RE/B/BIPED_PART.h"
#include "RE/B/BIPOBJECT.h"
#include "RE/B/BSAnimationGraphEvent.h"
#include "RE/B/BSAnimationGraphManager.h"
#include "RE/B/BSAnimationGraphVariableCache.h"
#include "RE/B/BSAudioCallbacks.h"
#include "RE/B/BSAudioInit.h"
#include "RE/B/BSAudioManager.h"
#include "RE/B/BSAudioUtil.h"
#include "RE/B/BSAwardsSystemUtility.h"
#include "RE/B/BSBTreeFile.h"
#include "RE/B/BSBatchRenderer.h"
#include "RE/B/BSBound.h"
#include "RE/B/BSCRC32.h"
#include "RE/B/BSCompoundFrustum.h"
#include "RE/B/BSContainer.h"
#include "RE/B/BSCoreUtils.h"
#include "RE/B/BSCriticalSection.h"
#include "RE/B/BSCubeMapCamera.h"
#include "RE/B/BSCullingProcess.h"
#include "RE/B/BSEventFlag.h"
#include "RE/B/BSExternalAudioIO.h"
#include "RE/B/BSExtraData.h"
#include "RE/B/BSFadeNode.h"
#include "RE/B/BSFile.h"
#include "RE/B/BSFixedString.h"
#include "RE/B/BSFlattenedBoneTree.h"
#include "RE/B/BSFurnitureMarker.h"
#include "RE/B/BSGFxDisplayObject.h"
#include "RE/B/BSGFxFunctionBase.h"
#include "RE/B/BSGFxFunctionHandler.h"
#include "RE/B/BSGFxObject.h"
#include "RE/B/BSGFxShaderFXTarget.h"
#include "RE/B/BSGeometry.h"
#include "RE/B/BSGraphics.h"
#include "RE/B/BSHandleRefObject.h"
#include "RE/B/BSHavok.h"
#include "RE/B/BSIAudioEffectChain.h"
#include "RE/B/BSIMusicTrack.h"
#include "RE/B/BSIMusicType.h"
#include "RE/B/BSIReverbType.h"
#include "RE/B/BSISoundCategory.h"
#include "RE/B/BSISoundDescriptor.h"
#include "RE/B/BSISoundOutputModel.h"
#include "RE/B/BSIdleInputWatcher.h"
#include "RE/B/BSInputDevice.h"
#include "RE/B/BSInputDeviceManager.h"
#include "RE/B/BSInputEnableLayer.h"
#include "RE/B/BSInputEnableManager.h"
#include "RE/B/BSInputEventReceiver.h"
#include "RE/B/BSInputEventSingleUser.h"
#include "RE/B/BSInputEventUser.h"
#include "RE/B/BSIntrusiveRefCounted.h"
#include "RE/B/BSLensFlareRenderData.h"
#include "RE/B/BSLensFlareSpriteData.h"
#include "RE/B/BSLightingShaderMaterial.h"
#include "RE/B/BSLightingShaderMaterialBase.h"
#include "RE/B/BSLightingShaderProperty.h"
#include "RE/B/BSLog.h"
#include "RE/B/BSMTAManager.h"
#include "RE/B/BSMagicShaderParticles.h"
#include "RE/B/BSMaterialObject.h"
#include "RE/B/BSMemStorage.h"
#include "RE/B/BSModelDB.h"
#include "RE/B/BSMultiBound.h"
#include "RE/B/BSMultiBoundAABB.h"
#include "RE/B/BSMultiBoundNode.h"
#include "RE/B/BSMultiBoundRoom.h"
#include "RE/B/BSMultiBoundShape.h"
#include "RE/B/BSNavmesh.h"
#include "RE/B/BSNavmeshClosedDoorInfo.h"
#include "RE/B/BSNavmeshCoverEdge.h"
#include "RE/B/BSNavmeshCoverEdgeBase.h"
#include "RE/B/BSNavmeshEdgeExtraInfo.h"
#include "RE/B/BSNavmeshGrid.h"
#include "RE/B/BSNavmeshInfoMap.h"
#include "RE/B/BSNavmeshObstacleCoverData.h"
#include "RE/B/BSNavmeshTriHandle.h"
#include "RE/B/BSNavmeshTriLocation.h"
#include "RE/B/BSNavmeshTriangle.h"
#include "RE/B/BSNavmeshTriangleDoorPortal.h"
#include "RE/B/BSNavmeshTriangleEdgePortal.h"
#include "RE/B/BSNavmeshVertex.h"
#include "RE/B/BSNavmeshWaypoint.h"
#include "RE/B/BSNiNode.h"
#include "RE/B/BSOcclusionBox.h"
#include "RE/B/BSOcclusionPlane.h"
#include "RE/B/BSOcclusionShape.h"
#include "RE/B/BSPackedTaskQueue.h"
#include "RE/B/BSPathingAvoidNode.h"
#include "RE/B/BSPathingFaceTarget.h"
#include "RE/B/BSPathingGoal.h"
#include "RE/B/BSPathingLocation.h"
#include "RE/B/BSPathingStart.h"
#include "RE/B/BSPointerAllocator.h"
#include "RE/B/BSPointerHandle.h"
#include "RE/B/BSPortal.h"
#include "RE/B/BSPortalGraph.h"
#include "RE/B/BSPortalGraphEntry.h"
#include "RE/B/BSPortalSharedNode.h"
#include "RE/B/BSPreCulledObjects.h"
#include "RE/B/BSPrecomputedNavmeshInfoPathMap.h"
#include "RE/B/BSRandom.h"
#include "RE/B/BSReloadShaderI.h"
#include "RE/B/BSResource.h"
#include "RE/B/BSResourceNiBinaryStream.h"
#include "RE/B/BSResourceStreamParser.h"
#include "RE/B/BSResource_Archive2_AsyncReaderStream.h"
#include "RE/B/BSResource_Archive2_ClearRegistryEvent.h"
#include "RE/B/BSResource_Archive2_DataReader.h"
#include "RE/B/BSResource_Archive2_Index.h"
#include "RE/B/BSResource_Archive2_ReaderStream.h"
#include "RE/B/BSResource_Archive2_RegisteredEvent.h"
#include "RE/B/BSResource_Archive2_StreamOpenedEvent.h"
#include "RE/B/BSResource_AsyncStream.h"
#include "RE/B/BSResource_EntryBase.h"
#include "RE/B/BSResource_EntryBucketQueue.h"
#include "RE/B/BSResource_EntryDBBaseUtil.h"
#include "RE/B/BSResource_EntryQueue.h"
#include "RE/B/BSResource_ErrorCode.h"
#include "RE/B/BSResource_FileID.h"
#include "RE/B/BSResource_GlobalLocations.h"
#include "RE/B/BSResource_GlobalPaths.h"
#include "RE/B/BSResource_ICacheDriveOp.h"
#include "RE/B/BSResource_ID.h"
#include "RE/B/BSResource_IEntryDB.h"
#include "RE/B/BSResource_Info.h"
#include "RE/B/BSResource_Location.h"
#include "RE/B/BSResource_LooseFileStreamBase.h"
#include "RE/B/BSResource_SDirectory2.h"
#include "RE/B/BSResource_SeekMode.h"
#include "RE/B/BSResource_Stream.h"
#include "RE/B/BSResource_StreamBase.h"
#include "RE/B/BSSaveDataSystemUtility.h"
#include "RE/B/BSSaveDataSystemUtilityImage.h"
#include "RE/B/BSScaleformExternalTexture.h"
#include "RE/B/BSScaleformManager.h"
#include "RE/B/BSScaleformRenderer.h"
#include "RE/B/BSScaleformTranslator.h"
#include "RE/B/BSSceneGraph.h"
#include "RE/B/BSScriptUtil.h"
#include "RE/B/BSScript_Array.h"
#include "RE/B/BSScript_ArrayWrapper.h"
#include "RE/B/BSScript_CompiledScriptLoader.h"
#include "RE/B/BSScript_ErrorLogger.h"
#include "RE/B/BSScript_ICachedErrorMessage.h"
#include "RE/B/BSScript_IClientVM.h"
#include "RE/B/BSScript_IComplexType.h"
#include "RE/B/BSScript_IHandleReaderWriter.h"
#include "RE/B/BSScript_ILoader.h"
#include "RE/B/BSScript_IMemoryPagePolicy.h"
#include "RE/B/BSScript_IObjectHandlePolicy.h"
#include "RE/B/BSScript_IObjectProcessor.h"
#include "RE/B/BSScript_ISavePatcherInterface.h"
#include "RE/B/BSScript_IStackCallbackFunctor.h"
#include "RE/B/BSScript_IStackCallbackSaveInterface.h"
#include "RE/B/BSScript_IVMDebugInterface.h"
#include "RE/B/BSScript_IVMObjectBindInterface.h"
#include "RE/B/BSScript_IVirtualMachine.h"
#include "RE/B/BSScript_Internal_AttachedScript.h"
#include "RE/B/BSScript_Internal_CodeTasklet.h"
#include "RE/B/BSScript_Internal_EventRelay.h"
#include "RE/B/BSScript_Internal_FunctionMessage.h"
#include "RE/B/BSScript_Internal_IFuncCallQuery.h"
#include "RE/B/BSScript_Internal_IFunction.h"
#include "RE/B/BSScript_Internal_IProfilePolicy.h"
#include "RE/B/BSScript_Internal_IVMSaveLoadInterface.h"
#include "RE/B/BSScript_Internal_LinkerProcessor.h"
#include "RE/B/BSScript_Internal_NativeFunctionBase.h"
#include "RE/B/BSScript_Internal_RawFuncCallQuery.h"
#include "RE/B/BSScript_Internal_ReadableStringTable.h"
#include "RE/B/BSScript_Internal_ReadableTypeTable.h"
#include "RE/B/BSScript_Internal_ScriptFunction.h"
#include "RE/B/BSScript_Internal_Stack.h"
#include "RE/B/BSScript_Internal_StringIndexSize.h"
#include "RE/B/BSScript_Internal_SuspendedStack.h"
#include "RE/B/BSScript_Internal_VDescTable.h"
#include "RE/B/BSScript_Internal_VirtualMachine.h"
#include "RE/B/BSScript_Internal_WritableStringTable.h"
#include "RE/B/BSScript_Internal_WritableTypeTable.h"
#include "RE/B/BSScript_LogEvent.h"
#include "RE/B/BSScript_MergedBoundScript.h"
#include "RE/B/BSScript_Object.h"
#include "RE/B/BSScript_ObjectBindPolicy.h"
#include "RE/B/BSScript_ObjectTypeInfo.h"
#include "RE/B/BSScript_PackedInstructionStream.h"
#include "RE/B/BSScript_PropertyGroupInfo.h"
#include "RE/B/BSScript_PropertyTypeInfo.h"
#include "RE/B/BSScript_SimpleAllocMemoryPagePolicy.h"
#include "RE/B/BSScript_StackFrame.h"
#include "RE/B/BSScript_StatsEvent.h"
#include "RE/B/BSScript_Struct.h"
#include "RE/B/BSScript_StructTypeInfo.h"
#include "RE/B/BSScript_TypeInfo.h"
#include "RE/B/BSScript_Variable.h"
#include "RE/B/BSSemaphore.h"
#include "RE/B/BSShader.h"
#include "RE/B/BSShaderAccumulator.h"
#include "RE/B/BSShaderData.h"
#include "RE/B/BSShaderManager.h"
#include "RE/B/BSShaderMaterial.h"
#include "RE/B/BSShaderProperty.h"
#include "RE/B/BSShaderPropertyLightData.h"
#include "RE/B/BSShaderResourceManager.h"
#include "RE/B/BSShaderTechniqueIDMap.h"
#include "RE/B/BSShaderTextureSet.h"
#include "RE/B/BSShaderUtil.h"
#include "RE/B/BSSimpleList.h"
#include "RE/B/BSSoundHandle.h"
#include "RE/B/BSSpinLock.h"
#include "RE/B/BSSpring_SpringState.h"
#include "RE/B/BSSteamAwardsSystemUtility.h"
#include "RE/B/BSStorage.h"
#include "RE/B/BSStorageDefs.h"
#include "RE/B/BSStreamHeader.h"
#include "RE/B/BSStreamParser.h"
#include "RE/B/BSStreamParserData.h"
#include "RE/B/BSStringPool.h"
#include "RE/B/BSStringT.h"
#include "RE/B/BSSystemFile.h"
#include "RE/B/BSSystemFileStreamer.h"
#include "RE/B/BSTArray.h"
#include "RE/B/BSTAtomicValue.h"
#include "RE/B/BSTBTree.h"
#include "RE/B/BSTDataBuffer.h"
#include "RE/B/BSTEvent.h"
#include "RE/B/BSTFreeList.h"
#include "RE/B/BSTHashMap.h"
#include "RE/B/BSTInterpolator.h"
#include "RE/B/BSTMessageQueue.h"
#include "RE/B/BSTObjectArena.h"
#include "RE/B/BSTOptional.h"
#include "RE/B/BSTPoint.h"
#include "RE/B/BSTPointerAndFlags.h"
#include "RE/B/BSTSingleton.h"
#include "RE/B/BSTSmallIndexScatterTable.h"
#include "RE/B/BSTSmartPointer.h"
#include "RE/B/BSTTuple.h"
#include "RE/B/BSTempEffect.h"
#include "RE/B/BSTempEffectDebris.h"
#include "RE/B/BSTempEffectGeometryDecal.h"
#include "RE/B/BSTempEffectParticle.h"
#include "RE/B/BSTempEffectSPG.h"
#include "RE/B/BSTempEffectScreenSpaceDecal.h"
#include "RE/B/BSTempEffectUtil.h"
#include "RE/B/BSTempEffectWeaponBlood.h"
#include "RE/B/BSTerrainEffect.h"
#include "RE/B/BSTextureDB.h"
#include "RE/B/BSTextureSet.h"
#include "RE/B/BSTextureStreamer.h"
#include "RE/B/BSThread.h"
#include "RE/B/BSThreadEvent.h"
#include "RE/B/BSTimer.h"
#include "RE/B/BSTransformDeltaEvent.h"
#include "RE/B/BSTranslator.h"
#include "RE/B/BSTriShape.h"
#include "RE/B/BSUIMessageData.h"
#include "RE/B/BSUIScaleformData.h"
#include "RE/B/BSUtilities.h"
#include "RE/B/BSUtilityShader.h"
#include "RE/B/BSVisit.h"
#include "RE/B/BSWaterShaderMaterial.h"
#include "RE/B/BSXFlags.h"
#include "RE/B/BS_BUTTON_CODE.h"
#include "RE/B/BarrierProjectile.h"
#include "RE/B/BarterMenu.h"
#include "RE/B/BarterMenuTentativeInventoryUIInterface.h"
#include "RE/B/BaseBotConfirmCallback.h"
#include "RE/B/BaseExtraList.h"
#include "RE/B/BaseFormComponent.h"
#include "RE/B/BaseLoadedInventoryModel.h"
#include "RE/B/BaseTreeData.h"
#include "RE/B/BeamProjectile.h"
#include "RE/B/BipedAnim.h"
#include "RE/B/Bleedout.h"
#include "RE/B/BobbleheadCollected.h"
#include "RE/B/BoneData.h"
#include "RE/B/BooksRead.h"
#include "RE/B/ButtonEvent.h"
#include "RE/B/ButtonHintBar.h"
#include "RE/B/bhkCharProxyManager.h"
#include "RE/B/bhkCharRigidBodyManager.h"
#include "RE/B/bhkCharacterController.h"
#include "RE/B/bhkCollisionQueryResultHandle.h"
#include "RE/B/bhkIWorldStepListener.h"
#include "RE/B/bhkNPCollisionObject.h"
#include "RE/B/bhkNPCollisionObjectBase.h"
#include "RE/B/bhkNPCollisionObjectUnlinked.h"
#include "RE/B/bhkPhysicsSystem.h"
#include "RE/B/bhkPickData.h"
#include "RE/B/bhkUtilFunctions.h"
#include "RE/B/bhkWorld.h"
#include "RE/B/bhkWorldM.h"
#include "RE/C/CALCED_OBJECT.h"
#include "RE/C/CELLJobs.h"
#include "RE/C/CFilter.h"
#include "RE/C/CHANGE_TYPES.h"
#include "RE/C/CHARACTER_FLAGS.h"
#include "RE/C/CHAR_NORM.h"
#include "RE/C/CLASS_DATA.h"
#include "RE/C/COL_LAYER.h"
#include "RE/C/COMMAND_REFUSAL_TYPE.h"
#include "RE/C/COMMAND_TYPE.h"
#include "RE/C/COMPILER_NAME.h"
#include "RE/C/CONDITIONITEMOBJECT.h"
#include "RE/C/CONDITION_ITEM_DATA.h"
#include "RE/C/CONT_DATA.h"
#include "RE/C/COVER_TYPE.h"
#include "RE/C/CachedValueData.h"
#include "RE/C/CachedValues.h"
#include "RE/C/Calendar.h"
#include "RE/C/CameraStates.h"
#include "RE/C/CanDisplayNextHUDMessage.h"
#include "RE/C/CellAttachDetachEvent.h"
#include "RE/C/CellAttachDetachEventSource.h"
#include "RE/C/CharacterEvent.h"
#include "RE/C/ColorUpdateEvent.h"
#include "RE/C/CombatBehaviorStack.h"
#include "RE/C/CombatFormulas.h"
#include "RE/C/CombatRange.h"
#include "RE/C/CombatStyleCloseRangeData.h"
#include "RE/C/CombatStyleCoverData.h"
#include "RE/C/CombatStyleFlightData.h"
#include "RE/C/CombatStyleGeneralData.h"
#include "RE/C/CombatStyleLongRangeData.h"
#include "RE/C/CombatStyleMeleeData.h"
#include "RE/C/CombatStyleRangedData.h"
#include "RE/C/CombatUtilities.h"
#include "RE/C/CommandedActorData.h"
#include "RE/C/ComparisonQualifiers.h"
#include "RE/C/ConcreteFormFactory.h"
#include "RE/C/ConcreteObjectFormFactory.h"
#include "RE/C/ConditionCheckParams.h"
#include "RE/C/ConeProjectile.h"
#include "RE/C/Console.h"
#include "RE/C/ConsoleLog.h"
#include "RE/C/ContainerItemExtra.h"
#include "RE/C/ContainerMenu.h"
#include "RE/C/ContainerMenuBase.h"
#include "RE/C/ContainerObject.h"
#include "RE/C/ControlMap.h"
#include "RE/C/CountdownTimer.h"
#include "RE/C/CreateGrassParams.h"
#include "RE/C/CreatureSounds.h"
#include "RE/C/CrimeGoldStruct.h"
#include "RE/C/CubeMapSide.h"
#include "RE/C/CurrentRadiationSourceCount.h"
#include "RE/C/CurrentRadsDisplayMagnitude.h"
#include "RE/C/CurrentRadsPercentOfLethal.h"
#include "RE/C/CursorMenu.h"
#include "RE/C/CursorMoveEvent.h"
#include "RE/C/CustomMarkerUpdate.h"
#include "RE/D/DECAL_CREATION_DATA.h"
#include "RE/D/DECAL_DATA_DATA.h"
#include "RE/D/DEFAULT_OBJECT.h"
#include "RE/D/DEFAULT_OBJECT_DATA.h"
#include "RE/D/DEFAULT_OBJECT_TYPE.h"
#include "RE/D/DETECTION_FORMULA_TYPE.h"
#include "RE/D/DETECTION_PRIORITY.h"
#include "RE/D/DETECTION_TYPE.h"
#include "RE/D/DIALOGUE_DATA.h"
#include "RE/D/DIALOGUE_SUBTYPE.h"
#include "RE/D/DIALOGUE_TYPE.h"
#include "RE/D/DIRECTION_VAL.h"
#include "RE/D/DamageImpactData.h"
#include "RE/D/DecalData.h"
#include "RE/D/DefaultObjectFormFactory.h"
#include "RE/D/DeferredHideLimb.h"
#include "RE/D/DesiredMovementData.h"
#include "RE/D/DestructibleObjectData.h"
#include "RE/D/DestructibleObjectStage.h"
#include "RE/D/DetectionData.h"
#include "RE/D/DetectionEvent.h"
#include "RE/D/DetectionFormulaData.h"
#include "RE/D/DetectionLevels.h"
#include "RE/D/DeviceConnectEvent.h"
#include "RE/D/DialogueItem.h"
#include "RE/D/DialogueMenu.h"
#include "RE/D/DialogueMenuUtils.h"
#include "RE/D/DialoguePackage.h"
#include "RE/D/DialogueResponse.h"
#include "RE/D/DifficultyLevel.h"
#include "RE/D/DisableHeavyItemsFunc.h"
#include "RE/D/DisconnectHandler.h"
#include "RE/D/DisplayItemModel.h"
#include "RE/D/DoBeforeNewOrLoadCompletedEvent.h"
#include "RE/D/DoorTeleportData.h"
#include "RE/D/_D3DBLEND.h"
#include "RE/D/_D3DBLENDOP.h"
#include "RE/D/_D3DCMPFUNC.h"
#include "RE/E/EDGE_EXTRA_INFO_TYPE.h"
#include "RE/E/ENCOUNTER_ZONE_DATA.h"
#include "RE/E/ENCOUNTER_ZONE_GAME_DATA.h"
#include "RE/E/ENUM_COMPARISON_CONDITION.h"
#include "RE/E/ENUM_FORM_ID.h"
#include "RE/E/ENUM_LOD_MULT.h"
#include "RE/E/EQUIP_TYPE.h"
#include "RE/E/EXTERIOR_DATA.h"
#include "RE/E/EXTRA_DATA_TYPE.h"
#include "RE/E/EaseOutInterpolator.h"
#include "RE/E/EffectArchetypes.h"
#include "RE/E/EffectItem.h"
#include "RE/E/EffectItemData.h"
#include "RE/E/EffectSetting.h"
#include "RE/E/EffectShaderData.h"
#include "RE/E/EnchantmentItem.h"
#include "RE/E/EquipSlotData.h"
#include "RE/E/EquippedItem.h"
#include "RE/E/EquippedItemData.h"
#include "RE/E/EquippedWeaponData.h"
#include "RE/E/ExamineConfirmMenu.h"
#include "RE/E/ExamineMenu.h"
#include "RE/E/Explosion.h"
#include "RE/E/ExteriorCellSingleton.h"
#include "RE/E/ExtraAliasInstanceArray.h"
#include "RE/E/ExtraAmmo.h"
#include "RE/E/ExtraBendableSplineParams.h"
#include "RE/E/ExtraCellWaterType.h"
#include "RE/E/ExtraCharge.h"
#include "RE/E/ExtraDataList.h"
#include "RE/E/ExtraEditorID.h"
#include "RE/E/ExtraFactionChanges.h"
#include "RE/E/ExtraFavorite.h"
#include "RE/E/ExtraHealth.h"
#include "RE/E/ExtraInstanceData.h"
#include "RE/E/ExtraLeveledCreature.h"
#include "RE/E/ExtraLight.h"
#include "RE/E/ExtraLocation.h"
#include "RE/E/ExtraLock.h"
#include "RE/E/ExtraMapMarker.h"
#include "RE/E/ExtraMaterialSwap.h"
#include "RE/E/ExtraPoison.h"
#include "RE/E/ExtraPowerLinks.h"
#include "RE/E/ExtraRadioData.h"
#include "RE/E/ExtraRadioReceiver.h"
#include "RE/E/ExtraRadioRepeater.h"
#include "RE/E/ExtraRagDollData.h"
#include "RE/E/ExtraReferenceHandles.h"
#include "RE/E/ExtraStartingWorldOrCell.h"
#include "RE/E/ExtraTeleport.h"
#include "RE/E/ExtraTextDisplayData.h"
#include "RE/E/ExtraTresPassPackage.h"
#include "RE/E/ExtraUniqueID.h"
#include "RE/F/FACTION_CRIME_DATA.h"
#include "RE/F/FACTION_CRIME_DATA_VALUES.h"
#include "RE/F/FACTION_DATA.h"
#include "RE/F/FACTION_RANK.h"
#include "RE/F/FACTION_VENDOR_DATA.h"
#include "RE/F/FACTION_VENDOR_DATA_VALUES.h"
#include "RE/F/FIGHT_REACTION.h"
#include "RE/F/FILE_HEADER.h"
#include "RE/F/FORM.h"
#include "RE/F/FORM_ENUM_STRING.h"
#include "RE/F/FUNCTION_DATA.h"
#include "RE/F/FatmanDeaths.h"
#include "RE/F/FavoriteMgr_Events.h"
#include "RE/F/FavoritesManager.h"
#include "RE/F/FlameProjectile.h"
#include "RE/F/FlatScreenModel.h"
#include "RE/F/FleePackage.h"
#include "RE/F/FreeCameraState.h"
#include "RE/F/FriendshipFactionsStruct.h"
#include "RE/G/GROUP_REACTION.h"
#include "RE/G/GUN_STATE.h"
#include "RE/G/GameColorData.h"
#include "RE/G/GameMenuBase.h"
#include "RE/G/GamePlayFormulas.h"
#include "RE/G/GameScript.h"
#include "RE/G/GameUIModel.h"
#include "RE/G/GetCurrentPositionFunctor.h"
#include "RE/G/GrassParam.h"
#include "RE/G/GrenadeProjectile.h"
#include "RE/G/GridArray.h"
#include "RE/G/GridCell.h"
#include "RE/G/GridCellArray.h"
#include "RE/G/GunStateData.h"
#include "RE/H/HUDColorTypes.h"
#include "RE/H/HUDCompassMarkerBase.h"
#include "RE/H/HUDMarkerData.h"
#include "RE/H/HUDMenu.h"
#include "RE/H/HUDMenuUtils.h"
#include "RE/H/HUDMeterType.h"
#include "RE/H/HUDModeEvent.h"
#include "RE/H/HUDModeInitParams.h"
#include "RE/H/HUDModeType.h"
#include "RE/H/HUDModes.h"
#include "RE/H/HUDNotificationEvent.h"
#include "RE/H/HUDPerkVaultBoyData.h"
#include "RE/H/HUDPerkVaultBoySwfDisplayEvent.h"
#include "RE/H/HUDSubtitleDisplayData.h"
#include "RE/H/HUDSubtitleDisplayEvent.h"
#include "RE/H/Hazard.h"
#include "RE/H/HeldStateHandler.h"
#include "RE/H/HighProcessData.h"
#include "RE/H/HitData.h"
#include "RE/H/HolotapeMenu.h"
#include "RE/H/HolotapeStateChanged.h"
#include "RE/H/HourPassed.h"
#include "RE/H/hclTriangleBuffer.h"
#include "RE/H/hclVectorBuffer.h"
#include "RE/H/hkAabb.h"
#include "RE/H/hkAabb16.h"
#include "RE/H/hkArray.h"
#include "RE/H/hkBaseObject.h"
#include "RE/H/hkBitField.h"
#include "RE/H/hkBlockStream.h"
#include "RE/H/hkBlockStreamBase.h"
#include "RE/H/hkBool.h"
#include "RE/H/hkContainerHeapAllocator.h"
#include "RE/H/hkCriticalSection.h"
#include "RE/H/hkDisplaySerializeIStream.h"
#include "RE/H/hkDisplaySerializeOStream.h"
#include "RE/H/hkEnum.h"
#include "RE/H/hkFlags.h"
#include "RE/H/hkFreeListArray.h"
#include "RE/H/hkHalf.h"
#include "RE/H/hkHandle.h"
#include "RE/H/hkHardwareInfo.h"
#include "RE/H/hkIArchive.h"
#include "RE/H/hkIntSpaceUtil.h"
#include "RE/H/hkLifoAllocator.h"
#include "RE/H/hkLocalArray.h"
#include "RE/H/hkMap.h"
#include "RE/H/hkMatrix3.h"
#include "RE/H/hkMemoryAllocator.h"
#include "RE/H/hkMemoryRouter.h"
#include "RE/H/hkMemorySystem.h"
#include "RE/H/hkMonitorStream.h"
#include "RE/H/hkMultiMap.h"
#include "RE/H/hkOArchive.h"
#include "RE/H/hkPadSpu.h"
#include "RE/H/hkProcess.h"
#include "RE/H/hkProcessContext.h"
#include "RE/H/hkProcessFactory.h"
#include "RE/H/hkPtrAndInt.h"
#include "RE/H/hkQsTransformf.h"
#include "RE/H/hkQuaternion.h"
#include "RE/H/hkRefPtr.h"
#include "RE/H/hkReferencedObject.h"
#include "RE/H/hkRelArray.h"
#include "RE/H/hkResult.h"
#include "RE/H/hkRotation.h"
#include "RE/H/hkSeekableStreamReader.h"
#include "RE/H/hkSignal.h"
#include "RE/H/hkSimdFloat32.h"
#include "RE/H/hkSlot.h"
#include "RE/H/hkStepInfo.h"
#include "RE/H/hkStopwatch.h"
#include "RE/H/hkStreamReader.h"
#include "RE/H/hkStreamWriter.h"
#include "RE/H/hkStridedVertices.h"
#include "RE/H/hkStringPtr.h"
#include "RE/H/hkTransform.h"
#include "RE/H/hkVector4.h"
#include "RE/H/hkVisualDebugger.h"
#include "RE/H/hkVtableClassRegistry.h"
#include "RE/H/hkcdRay.h"
#include "RE/H/hkcdRayQueryFlags.h"
#include "RE/H/hknpActivation.h"
#include "RE/H/hknpAllHitsCollector.h"
#include "RE/H/hknpBSWorld.h"
#include "RE/H/hknpBody.h"
#include "RE/H/hknpBodyCinfo.h"
#include "RE/H/hknpBodyId.h"
#include "RE/H/hknpBodyManager.h"
#include "RE/H/hknpBodyQualityId.h"
#include "RE/H/hknpCapsuleShape.h"
#include "RE/H/hknpCharacterContext.h"
#include "RE/H/hknpCharacterState.h"
#include "RE/H/hknpCharacterSurfaceInfo.h"
#include "RE/H/hknpClosestHitCollector.h"
#include "RE/H/hknpClosestUniqueBodyIdHitCollector.h"
#include "RE/H/hknpCollisionDispatchType.h"
#include "RE/H/hknpCollisionFlags.h"
#include "RE/H/hknpCollisionQuery.h"
#include "RE/H/hknpCollisionQueryCollector.h"
#include "RE/H/hknpCollisionQueryType.h"
#include "RE/H/hknpCollisionResult.h"
#include "RE/H/hknpCompositeShape.h"
#include "RE/H/hknpCompoundShape.h"
#include "RE/H/hknpConstraintId.h"
#include "RE/H/hknpConstraintIdDiscriminant.h"
#include "RE/H/hknpConstraintManager.h"
#include "RE/H/hknpContactSolverType.h"
#include "RE/H/hknpConvexPolytopeShape.h"
#include "RE/H/hknpConvexShape.h"
#include "RE/H/hknpDefaultViewerColorScheme.h"
#include "RE/H/hknpDynamicCompoundShape.h"
#include "RE/H/hknpMaterialId.h"
#include "RE/H/hknpMotionCinfo.h"
#include "RE/H/hknpMotionId.h"
#include "RE/H/hknpMotionManager.h"
#include "RE/H/hknpMotionPropertiesId.h"
#include "RE/H/hknpPhysicsSystem.h"
#include "RE/H/hknpPhysicsSystemData.h"
#include "RE/H/hknpProcessContext.h"
#include "RE/H/hknpProcessContextListener.h"
#include "RE/H/hknpQueryFilterData.h"
#include "RE/H/hknpRayCastQuery.h"
#include "RE/H/hknpRayCastQueryResult.h"
#include "RE/H/hknpShape.h"
#include "RE/H/hknpShapeInstance.h"
#include "RE/H/hknpShapeInstanceId.h"
#include "RE/H/hknpShapeManager.h"
#include "RE/H/hknpShapeSignals.h"
#include "RE/H/hknpShapeType.h"
#include "RE/H/hknpSolverInfo.h"
#include "RE/H/hknpSparseCompactMap.h"
#include "RE/H/hknpSphereShape.h"
#include "RE/H/hknpThreadSafetyCheck.h"
#include "RE/H/hknpTriangleShape.h"
#include "RE/H/hknpUniqueBodyIdHitCollector.h"
#include "RE/H/hknpViewer.h"
#include "RE/H/hknpViewerColorScheme.h"
#include "RE/H/hknpWorld.h"
#include "RE/H/hknpWorldCinfo.h"
#include "RE/H/hknpWorldSignals.h"
#include "RE/I/IAnimationGraphManagerHolder.h"
#include "RE/I/IDEvent.h"
#include "RE/I/IDLE_DATA.h"
#include "RE/I/IDLE_REPLAY_DELAY.h"
#include "RE/I/IEventCallback.h"
#include "RE/I/IFormFactory.h"
#include "RE/I/IKeywordFormBase.h"
#include "RE/I/IMemoryHeap.h"
#include "RE/I/IMemoryStore.h"
#include "RE/I/IMemoryStoreBase.h"
#include "RE/I/IMenu.h"
#include "RE/I/IMessageBoxCallback.h"
#include "RE/I/IMovementInterface.h"
#include "RE/I/IMovementPlayerControls.h"
#include "RE/I/IMovementPlayerControlsFilter.h"
#include "RE/I/IMovementState.h"
#include "RE/I/INPUT_DEVICE.h"
#include "RE/I/INPUT_DEVICE_LIGHT_STATE.h"
#include "RE/I/INPUT_EVENT_TYPE.h"
#include "RE/I/INSTANCE_FILTER.h"
#include "RE/I/INTERACTING_STATE.h"
#include "RE/I/INTERACTION_EXIT.h"
#include "RE/I/INTERIOR_DATA.h"
#include "RE/I/IPathFollowerState.h"
#include "RE/I/IPipboyThrottledValue.h"
#include "RE/I/IPostAnimationChannelUpdateFunctor.h"
#include "RE/I/IRendererResourceManager.h"
#include "RE/I/ITEM_CHANGE_FILTER.h"
#include "RE/I/ITEM_REMOVE_REASON.h"
#include "RE/I/IUIMessageData.h"
#include "RE/I/IdleInputEvent.h"
#include "RE/I/IdleMovementData.h"
#include "RE/I/ImageSpaceBaseData.h"
#include "RE/I/ImageSpaceData.h"
#include "RE/I/ImageSpaceEffect.h"
#include "RE/I/ImageSpaceEffectBokehDepthOfField.h"
#include "RE/I/ImageSpaceEffectDepthOfField.h"
#include "RE/I/ImageSpaceEffectFullScreenBlur.h"
#include "RE/I/ImageSpaceEffectGetHit.h"
#include "RE/I/ImageSpaceEffectHDR.h"
#include "RE/I/ImageSpaceEffectMotionBlur.h"
#include "RE/I/ImageSpaceEffectOption.h"
#include "RE/I/ImageSpaceEffectPipboyScreen.h"
#include "RE/I/ImageSpaceEffectRadialBlur.h"
#include "RE/I/ImageSpaceEffectTemporalAA.h"
#include "RE/I/ImageSpaceLUTData.h"
#include "RE/I/ImageSpaceManager.h"
#include "RE/I/ImageSpaceModData.h"
#include "RE/I/ImageSpaceModifierFinder.h"
#include "RE/I/ImageSpaceModifierInstance.h"
#include "RE/I/ImageSpaceModifierInstanceDOF.h"
#include "RE/I/ImageSpaceModifierInstanceForm.h"
#include "RE/I/ImageSpaceModifierInstanceRB.h"
#include "RE/I/ImageSpaceModifierInstanceTemp.h"
#include "RE/I/ImageSpaceTexture.h"
#include "RE/I/ImpactResult.h"
#include "RE/I/IngredientItem.h"
#include "RE/I/InputEvent.h"
#include "RE/I/Interface3D.h"
#include "RE/I/Inventory3DManager.h"
#include "RE/I/InventoryInterface.h"
#include "RE/I/InventoryItemDisplayData.h"
#include "RE/I/InventoryUserUIInterface.h"
#include "RE/I/InventoryUserUIInterfaceEntry.h"
#include "RE/I/InventoryUserUIUtils.h"
#include "RE/I/IsPipboyActiveEvent.h"
#include "RE/I/ItemCrafted.h"
#include "RE/J/JumpHandler.h"
#include "RE/K/KNOCK_STATE_ENUM.h"
#include "RE/K/KeywordType.h"
#include "RE/K/KinectEvent.h"
#include "RE/L/LANDING_TYPE.h"
#include "RE/L/LEVELED_OBJECT.h"
#include "RE/L/LOADED_CELL_DATA.h"
#include "RE/L/LOADED_REF_DATA.h"
#include "RE/L/LOCK_LEVEL.h"
#include "RE/L/LevelIncrease.h"
#include "RE/L/LipSynchAnim.h"
#include "RE/L/LoadingMenu.h"
#include "RE/L/LoadingMenuData.h"
#include "RE/L/LoadingStatusChanged.h"
#include "RE/L/LocalMapCameraUpdate.h"
#include "RE/L/LocationMarkerArrayUpdate.h"
#include "RE/L/LockpickingMenu.h"
#include "RE/L/LocksPicked.h"
#include "RE/L/LookHandler.h"
#include "RE/M/MARKER_TYPE.h"
#include "RE/M/MELEE_ATTACK_SPEED.h"
#include "RE/M/MENU_RENDER_CONTEXT.h"
#include "RE/M/MESSAGEBOX_BUTTON.h"
#include "RE/M/MOVABLE_STATIC_DATA.h"
#include "RE/M/MagicItem.h"
#include "RE/M/MagicTarget.h"
#include "RE/M/Main.h"
#include "RE/M/MainMenu.h"
#include "RE/M/MapMarkerData.h"
#include "RE/M/MarkerIconTypes.h"
#include "RE/M/MeleeThrowHandler.h"
#include "RE/M/MemoryManager.h"
#include "RE/M/MenuControls.h"
#include "RE/M/MenuCursor.h"
#include "RE/M/MenuModeChangeEvent.h"
#include "RE/M/MenuModeCounterChangedEvent.h"
#include "RE/M/MenuOpenCloseEvent.h"
#include "RE/M/MenuOpenHandler.h"
#include "RE/M/MenuTopicManager.h"
#include "RE/M/MessageBoxData.h"
#include "RE/M/MessageBoxMenu.h"
#include "RE/M/MessageMenuManager.h"
#include "RE/M/MiddleHighProcessData.h"
#include "RE/M/MiddleLowProcessData.h"
#include "RE/M/MissileProjectile.h"
#include "RE/M/ModConfirmCallback.h"
#include "RE/M/ModelReferenceEffect.h"
#include "RE/M/Modifiers.h"
#include "RE/M/Moon.h"
#include "RE/M/MouseMoveEvent.h"
#include "RE/M/MoveData.h"
#include "RE/M/Movement.h"
#include "RE/M/MovementCorrection.h"
#include "RE/M/MovementCorrectionData.h"
#include "RE/M/MovementData.h"
#include "RE/M/MovementLargeDelta.h"
#include "RE/M/MovementTweenerOutputData.h"
#include "RE/M/MovementVector.h"
#include "RE/N/NEW_REFR_DATA.h"
#include "RE/N/NPC_DATA.h"
#include "RE/N/NavMesh.h"
#include "RE/N/NavMeshInfoMap.h"
#include "RE/N/NiAVObject.h"
#include "RE/N/NiAccumulator.h"
#include "RE/N/NiAlphaAccumulator.h"
#include "RE/N/NiAlphaProperty.h"
#include "RE/N/NiBackToFrontAccumulator.h"
#include "RE/N/NiBillboardNode.h"
#include "RE/N/NiBinaryExtraData.h"
#include "RE/N/NiBinaryStream.h"
#include "RE/N/NiBooleanExtraData.h"
#include "RE/N/NiBound.h"
#include "RE/N/NiCamera.h"
#include "RE/N/NiCloningProcess.h"
#include "RE/N/NiCollisionObject.h"
#include "RE/N/NiColor.h"
#include "RE/N/NiColorExtraData.h"
#include "RE/N/NiControllerManager.h"
#include "RE/N/NiControllerSequence.h"
#include "RE/N/NiCullingProcess.h"
#include "RE/N/NiExtraData.h"
#include "RE/N/NiExtraDataContainer.h"
#include "RE/N/NiFile.h"
#include "RE/N/NiFloatExtraData.h"
#include "RE/N/NiFrustum.h"
#include "RE/N/NiFrustumPlanes.h"
#include "RE/N/NiIntegerExtraData.h"
#include "RE/N/NiLight.h"
#include "RE/N/NiMatrix3.h"
#include "RE/N/NiMemManager.h"
#include "RE/N/NiMemStream.h"
#include "RE/N/NiNPShortPoint3.h"
#include "RE/N/NiNode.h"
#include "RE/N/NiObject.h"
#include "RE/N/NiObjectNET.h"
#include "RE/N/NiParticleInfo.h"
#include "RE/N/NiPlane.h"
#include "RE/N/NiPoint2.h"
#include "RE/N/NiPoint3.h"
#include "RE/N/NiPoint4.h"
#include "RE/N/NiPointer.h"
#include "RE/N/NiProperty.h"
#include "RE/N/NiQuaternion.h"
#include "RE/N/NiRTTI.h"
#include "RE/N/NiRect.h"
#include "RE/N/NiRefObject.h"
#include "RE/N/NiShadeProperty.h"
#include "RE/N/NiStream.h"
#include "RE/N/NiStringExtraData.h"
#include "RE/N/NiTArray.h"
#include "RE/N/NiTDefaultAllocator.h"
#include "RE/N/NiTFlags.h"
#include "RE/N/NiTLargeArray.h"
#include "RE/N/NiTList.h"
#include "RE/N/NiTMap.h"
#include "RE/N/NiTPointerAllocator.h"
#include "RE/N/NiTPointerList.h"
#include "RE/N/NiTPointerMap.h"
#include "RE/N/NiTexture.h"
#include "RE/N/NiTimeController.h"
#include "RE/N/NiTransform.h"
#include "RE/N/NiUpdateData.h"
#include "RE/N/NiVisibleArray.h"
#include "RE/N/NonMorphFaceManagement.h"
#include "RE/N/nsHUDNotifications.h"
#include "RE/N/nsHUDTypes.h"
#include "RE/N/nsStatsMenuUtils.h"
#include "RE/O/OBJ_ARMA.h"
#include "RE/O/OBJ_BOOK.h"
#include "RE/O/OBJ_LAND.h"
#include "RE/O/OBJ_LIGH.h"
#include "RE/O/OBJ_REFR.h"
#include "RE/O/OBJ_TREE.h"
#include "RE/O/ObjectEquipParams.h"
#include "RE/O/OtherInputEvents.h"
#include "RE/P/PACKAGE_DATA.h"
#include "RE/P/PACKAGE_OBJECT_TYPE.h"
#include "RE/P/PACK_EVENT_ACTION_TYPE.h"
#include "RE/P/PACK_SCHED_DATA.h"
#include "RE/P/PART_DATA.h"
#include "RE/P/PATH_DATA.h"
#include "RE/P/PC_GAMEPAD_TYPE.h"
#include "RE/P/PERK_ENTRY_TYPE.h"
#include "RE/P/PIPBOY_PAGES.h"
#include "RE/P/PLAYER_ACTION.h"
#include "RE/P/PLAYER_TARGET_LOC.h"
#include "RE/P/POWER_ARMOR_HUD_VISIBILITY_RULE.h"
#include "RE/P/PTYPE.h"
#include "RE/P/PackageEventAction.h"
#include "RE/P/PackageList.h"
#include "RE/P/PackageNS.h"
#include "RE/P/PackageSchedule.h"
#include "RE/P/ParentSpaceNode.h"
#include "RE/P/PauseMenu.h"
#include "RE/P/PerkAdded.h"
#include "RE/P/PerkData.h"
#include "RE/P/PerkPointIncreaseEvent.h"
#include "RE/P/PerkRankData.h"
#include "RE/P/PerkUtilities.h"
#include "RE/P/PerkValueEvents.h"
#include "RE/P/PersistentPassList.h"
#include "RE/P/PipboyArray.h"
#include "RE/P/PipboyCommand.h"
#include "RE/P/PipboyCommandResult.h"
#include "RE/P/PipboyDataGroup.h"
#include "RE/P/PipboyDataManager.h"
#include "RE/P/PipboyHolotapeMenu.h"
#include "RE/P/PipboyInventoryData.h"
#include "RE/P/PipboyInventoryMenu.h"
#include "RE/P/PipboyInventoryUtils.h"
#include "RE/P/PipboyLightEvent.h"
#include "RE/P/PipboyLogData.h"
#include "RE/P/PipboyLogMenu.h"
#include "RE/P/PipboyManager.h"
#include "RE/P/PipboyMapData.h"
#include "RE/P/PipboyMapMenu.h"
#include "RE/P/PipboyMenu.h"
#include "RE/P/PipboyObject.h"
#include "RE/P/PipboyPerksData.h"
#include "RE/P/PipboyPerksMenu.h"
#include "RE/P/PipboyPlayerInfoData.h"
#include "RE/P/PipboyPlayerInfoMenu.h"
#include "RE/P/PipboyPrimitiveValue.h"
#include "RE/P/PipboyQuestData.h"
#include "RE/P/PipboyQuestMenu.h"
#include "RE/P/PipboyRadioController.h"
#include "RE/P/PipboyRadioData.h"
#include "RE/P/PipboyRadioMenu.h"
#include "RE/P/PipboySpecialData.h"
#include "RE/P/PipboySpecialMenu.h"
#include "RE/P/PipboyStatsData.h"
#include "RE/P/PipboyStatsMenu.h"
#include "RE/P/PipboyStatusData.h"
#include "RE/P/PipboySubMenu.h"
#include "RE/P/PipboyThrottleManager.h"
#include "RE/P/PipboyValue.h"
#include "RE/P/PipboyWorkshopData.h"
#include "RE/P/PipboyWorkshopMenu.h"
#include "RE/P/PlayerActiveEffectChanged.h"
#include "RE/P/PlayerAddicted.h"
#include "RE/P/PlayerAmmoCountEvent.h"
#include "RE/P/PlayerAmmoCounts.h"
#include "RE/P/PlayerAutoAimActorEvent.h"
#include "RE/P/PlayerCamera.h"
#include "RE/P/PlayerCharacter.h"
#include "RE/P/PlayerCharacterQuestEvent.h"
#include "RE/P/PlayerCommandTypeEvent.h"
#include "RE/P/PlayerControls.h"
#include "RE/P/PlayerControlsData.h"
#include "RE/P/PlayerControlsMovementData.h"
#include "RE/P/PlayerCoverData.h"
#include "RE/P/PlayerCrosshairModeEvent.h"
#include "RE/P/PlayerDifficultySettingChanged.h"
#include "RE/P/PlayerInDialogueChanged.h"
#include "RE/P/PlayerInputHandler.h"
#include "RE/P/PlayerLifeStateChanged.h"
#include "RE/P/PlayerUpdateEvent.h"
#include "RE/P/PlayerWeaponReloadEvent.h"
#include "RE/P/PositionPlayerEvent.h"
#include "RE/P/PowerArmor.h"
#include "RE/P/PowerArmorGeometry.h"
#include "RE/P/PowerArmorLightData.h"
#include "RE/P/PowerArmorModMenu.h"
#include "RE/P/PowerUtils.h"
#include "RE/P/PrecomputedNavmeshInfoPathMap.h"
#include "RE/P/ProcessLists.h"
#include "RE/P/Projectile.h"
#include "RE/P/ProjectileLaunchData.h"
#include "RE/Q/QUEST_DATA.h"
#include "RE/Q/QUEST_OBJECTIVE_STATE.h"
#include "RE/Q/QUEST_STAGE_DATA.h"
#include "RE/Q/QUEST_TAB.h"
#include "RE/Q/QUEST_TYPE.h"
#include "RE/Q/QuestFlag.h"
#include "RE/Q/QuickContainerMode.h"
#include "RE/Q/QuickContainerStateData.h"
#include "RE/Q/QuickContainerStateEvent.h"
#include "RE/R/RACE_DATA.h"
#include "RE/R/RACE_SIZE.h"
#include "RE/R/RADIO_DATA.h"
#include "RE/R/RADIO_RANGE_TYPE.h"
#include "RE/R/RANK_DATA.h"
#include "RE/R/RECOIL_ENUM.h"
#include "RE/R/REFR_LIGHT.h"
#include "RE/R/REFR_LOCK.h"
#include "RE/R/REGION_DATA_BASE.h"
#include "RE/R/REGION_DATA_ID.h"
#include "RE/R/RESET_3D_FLAGS.h"
#include "RE/R/RadioManager.h"
#include "RE/R/RagDollBone.h"
#include "RE/R/RagDollData.h"
#include "RE/R/ReadyWeaponHandler.h"
#include "RE/R/ReanimateData.h"
#include "RE/R/RefAttachTechniqueInput.h"
#include "RE/R/ReferenceEffect.h"
#include "RE/R/ReferenceEffectController.h"
#include "RE/R/RelativeMarkerHeight.h"
#include "RE/R/RepairFailureCallback.h"
#include "RE/R/RepeaterData.h"
#include "RE/R/ResponseListWrapper.h"
#include "RE/R/Rumble.h"
#include "RE/RTTI.h"
#include "RE/S/SCENE_ACTION_PLAYER_RESPONSE_TYPE.h"
#include "RE/S/SCENE_ACTION_TYPE.h"
#include "RE/S/SCENE_ACTOR_FLAG.h"
#include "RE/S/SCRIPT_EFFECT_DATA.h"
#include "RE/S/SCRIPT_FUNCTION.h"
#include "RE/S/SCRIPT_HEADER.h"
#include "RE/S/SCRIPT_LINE.h"
#include "RE/S/SCRIPT_LOCAL.h"
#include "RE/S/SCRIPT_OUTPUT.h"
#include "RE/S/SCRIPT_PARAMETER.h"
#include "RE/S/SCRIPT_PARAM_TYPE.h"
#include "RE/S/SCRIPT_REFERENCED_OBJECT.h"
#include "RE/S/SEX.h"
#include "RE/S/SFRendererInitializedEvent.h"
#include "RE/S/SHAPE_TYPES.h"
#include "RE/S/SIT_SLEEP_STATE.h"
#include "RE/S/SOUND_LEVEL.h"
#include "RE/S/SPECIALMenuEvent.h"
#include "RE/S/STAGGER_MAGNITUDE.h"
#include "RE/S/SUBTITLE_PRIORITY.h"
#include "RE/S/SWFToCodeFunctionHandler.h"
#include "RE/S/SavefileMetadata.h"
#include "RE/S/SayOnceTimeStampStruct.h"
#include "RE/S/SayOnceTopicInfos.h"
#include "RE/S/SceneGraph.h"
#include "RE/S/ScrapHeap.h"
#include "RE/S/ScrapItemCallback.h"
#include "RE/S/ScreenSplatter.h"
#include "RE/S/ScreenSplatterType.h"
#include "RE/S/ScreenshotHandler.h"
#include "RE/S/Script.h"
#include "RE/S/ScriptCompileData.h"
#include "RE/S/ScriptCompiler.h"
#include "RE/S/ScriptLocals.h"
#include "RE/S/ScriptVariable.h"
#include "RE/S/ScrollItem.h"
#include "RE/S/SendHUDMessage.h"
#include "RE/S/SetCullMarkersFunctor.h"
#include "RE/S/Setting.h"
#include "RE/S/ShaderReferenceEffect.h"
#include "RE/S/ShowingDialogueSpeechChallengeAnim.h"
#include "RE/S/SimpleAnimationGraphManagerHolder.h"
#include "RE/S/SitWaitMenu.h"
#include "RE/S/Sky.h"
#include "RE/S/SkyEffectController.h"
#include "RE/S/SkyObject.h"
#include "RE/S/SneakHandler.h"
#include "RE/S/SpecialRefData.h"
#include "RE/S/SpectatorPackage.h"
#include "RE/S/SpectatorThreatInfo.h"
#include "RE/S/SpellItem.h"
#include "RE/S/SplineUtils.h"
#include "RE/S/StartMenuBase.h"
#include "RE/S/StolenItemValueStruct.h"
#include "RE/S/SubGraphIdleRootData.h"
#include "RE/S/SubgraphHandle.h"
#include "RE/S/SubgraphIdentifier.h"
#include "RE/S/SubtitleInfo.h"
#include "RE/S/SubtitleManager.h"
#include "RE/S/SummonPlacementEffect.h"
#include "RE/S/Sun.h"
#include "RE/S/SunOcclusionTest.h"
#include "RE/T/TBO_InstanceData.h"
#include "RE/T/TEMP_EFFECT_TYPE.h"
#include "RE/T/TES.h"
#include "RE/T/TESAIForm.h"
#include "RE/T/TESActivateEvent.h"
#include "RE/T/TESActorBase.h"
#include "RE/T/TESActorBaseData.h"
#include "RE/T/TESAmmo.h"
#include "RE/T/TESAudio.h"
#include "RE/T/TESBipedModelForm.h"
#include "RE/T/TESBoundAnimObject.h"
#include "RE/T/TESBoundObject.h"
#include "RE/T/TESCamera.h"
#include "RE/T/TESCameraState.h"
#include "RE/T/TESCellAttachDetachEvent.h"
#include "RE/T/TESCellFullyLoadedEvent.h"
#include "RE/T/TESChildCell.h"
#include "RE/T/TESClass.h"
#include "RE/T/TESClimate.h"
#include "RE/T/TESCombatStyle.h"
#include "RE/T/TESCondition.h"
#include "RE/T/TESConditionItem.h"
#include "RE/T/TESContainer.h"
#include "RE/T/TESContainerChangedEvent.h"
#include "RE/T/TESDataHandler.h"
#include "RE/T/TESDeathEvent.h"
#include "RE/T/TESDescription.h"
#include "RE/T/TESEffectShader.h"
#include "RE/T/TESEnchantableForm.h"
#include "RE/T/TESEnterSneakingEvent.h"
#include "RE/T/TESEquipEvent.h"
#include "RE/T/TESEyes.h"
#include "RE/T/TESFaction.h"
#include "RE/T/TESFile.h"
#include "RE/T/TESFileArray.h"
#include "RE/T/TESFileCollection.h"
#include "RE/T/TESFileContainer.h"
#include "RE/T/TESFlora.h"
#include "RE/T/TESForm.h"
#include "RE/T/TESFormDeleteEvent.h"
#include "RE/T/TESFormUtil.h"
#include "RE/T/TESFullName.h"
#include "RE/T/TESFurniture.h"
#include "RE/T/TESFurnitureEvent.h"
#include "RE/T/TESGlobal.h"
#include "RE/T/TESGrass.h"
#include "RE/T/TESGrassAreaParam.h"
#include "RE/T/TESHarvestEvent.h"
#include "RE/T/TESHealthForm.h"
#include "RE/T/TESHitEvent.h"
#include "RE/T/TESIcon.h"
#include "RE/T/TESIdleForm.h"
#include "RE/T/TESImageSpace.h"
#include "RE/T/TESImageSpaceModifiableForm.h"
#include "RE/T/TESImageSpaceModifier.h"
#include "RE/T/TESInitScriptEvent.h"
#include "RE/T/TESKey.h"
#include "RE/T/TESLandTexture.h"
#include "RE/T/TESLevCharacter.h"
#include "RE/T/TESLevItem.h"
#include "RE/T/TESLevSpell.h"
#include "RE/T/TESLeveledList.h"
#include "RE/T/TESLoadGameEvent.h"
#include "RE/T/TESLoadScreen.h"
#include "RE/T/TESLocationClearedEvent.h"
#include "RE/T/TESMagicCasterForm.h"
#include "RE/T/TESMagicEffectApplyEvent.h"
#include "RE/T/TESMagicTargetForm.h"
#include "RE/T/TESModel.h"
#include "RE/T/TESModelRDT.h"
#include "RE/T/TESModelTri.h"
#include "RE/T/TESNPC.h"
#include "RE/T/TESObject.h"
#include "RE/T/TESObjectACTI.h"
#include "RE/T/TESObjectACTIDefs.h"
#include "RE/T/TESObjectANIO.h"
#include "RE/T/TESObjectARMA.h"
#include "RE/T/TESObjectARMO.h"
#include "RE/T/TESObjectBOOK.h"
#include "RE/T/TESObjectCELL.h"
#include "RE/T/TESObjectCONT.h"
#include "RE/T/TESObjectDOOR.h"
#include "RE/T/TESObjectLAND.h"
#include "RE/T/TESObjectLIGH.h"
#include "RE/T/TESObjectLoadedEvent.h"
#include "RE/T/TESObjectMISC.h"
#include "RE/T/TESObjectREFR.h"
#include "RE/T/TESObjectSTAT.h"
#include "RE/T/TESObjectSTATData.h"
#include "RE/T/TESObjectTREE.h"
#include "RE/T/TESObjectWEAP.h"
#include "RE/T/TESPackage.h"
#include "RE/T/TESProduceForm.h"
#include "RE/T/TESQuest.h"
#include "RE/T/TESQuestEvent.h"
#include "RE/T/TESRace.h"
#include "RE/T/TESRaceForm.h"
#include "RE/T/TESReactionForm.h"
#include "RE/T/TESRegion.h"
#include "RE/T/TESRegionData.h"
#include "RE/T/TESRegionList.h"
#include "RE/T/TESRegionPoint.h"
#include "RE/T/TESResponse.h"
#include "RE/T/TESShout.h"
#include "RE/T/TESSoulGem.h"
#include "RE/T/TESSound.h"
#include "RE/T/TESSpellList.h"
#include "RE/T/TESSwitchRaceCompleteEvent.h"
#include "RE/T/TESTexture.h"
#include "RE/T/TESTexture1024.h"
#include "RE/T/TESTopic.h"
#include "RE/T/TESTopicInfo.h"
#include "RE/T/TESTrackedStatsEvent.h"
#include "RE/T/TESValueForm.h"
#include "RE/T/TESWaterDisplacement.h"
#include "RE/T/TESWaterForm.h"
#include "RE/T/TESWaterObject.h"
#include "RE/T/TESWaterReflections.h"
#include "RE/T/TESWeather.h"
#include "RE/T/TESWeatherList.h"
#include "RE/T/TESWeightForm.h"
#include "RE/T/TESWordOfPower.h"
#include "RE/T/TESWorldSpace.h"
#include "RE/T/TES_RETURN_CODE.h"
#include "RE/T/TEXTURE_HAVOK_DATA.h"
#include "RE/T/TLS.h"
#include "RE/T/TOPIC_INFO_DATA.h"
#include "RE/T/TOPIC_INFO_SCENEDATA.h"
#include "RE/T/TaskQueueInterface.h"
#include "RE/T/TeleportLink.h"
#include "RE/T/TeleportPath.h"
#include "RE/T/TerminalHacked.h"
#include "RE/T/TerminalHolotapeMenu.h"
#include "RE/T/TerminalMenu.h"
#include "RE/T/TerminalMenuButtons.h"
#include "RE/T/TextureUpdateDone.h"
#include "RE/T/TextureUpdateStage.h"
#include "RE/T/TextureUpdateStart.h"
#include "RE/T/ThirdPersonState.h"
#include "RE/T/ThumbstickEvent.h"
#include "RE/T/TrapData.h"
#include "RE/T/TravelMarkerStateChange.h"
#include "RE/T/TrespassPackage.h"
#include "RE/T/TutorialEvent.h"
#include "RE/U/UI.h"
#include "RE/U/UIAdvanceMenusFunctionCompleteEvent.h"
#include "RE/U/UIMenuEntry.h"
#include "RE/U/UIMessage.h"
#include "RE/U/UIMessageQueue.h"
#include "RE/U/UIShaderColors.h"
#include "RE/U/UIShaderFXInfo.h"
#include "RE/U/UIUtils.h"
#include "RE/U/UI_DEPTH_PRIORITY.h"
#include "RE/U/UI_MENU_FLAGS.h"
#include "RE/U/UI_MESSAGE_RESULTS.h"
#include "RE/U/UI_MESSAGE_TYPE.h"
#include "RE/U/UnequipObjectFunctor.h"
#include "RE/U/UniqueNPCData.h"
#include "RE/U/UnloadedRefData.h"
#include "RE/U/UserEventEnabledEvent.h"
#include "RE/U/UserEvents.h"
#include "RE/U/UsesBSGFXFunctionHandler.h"
#include "RE/V/VATS.h"
#include "RE/V/VATSCommand.h"
#include "RE/V/VATSEvents.h"
#include "RE/V/VOICE_TYPE_DATA.h"
#include "RE/W/WARNING_TYPES.h"
#include "RE/W/WEAPONHITBEHAVIOR.h"
#include "RE/W/WEAPON_CULL_TYPE.h"
#include "RE/W/WEAPON_FLAGS.h"
#include "RE/W/WEAPON_RUMBLE_PATTERN.h"
#include "RE/W/WEAPON_STATE.h"
#include "RE/W/WEAPON_TYPE.h"
#include "RE/W/WORLD_LOCATION.h"
#include "RE/W/WORLD_MAP_DATA.h"
#include "RE/W/WORLD_MAP_OFFSET_DATA.h"
#include "RE/W/WadingWaterData.h"
#include "RE/W/WaterShaderData.h"
#include "RE/W/WeaponAnimationGraphManagerHolder.h"
#include "RE/W/WeatherEntry.h"
#include "RE/W/WorkbenchData.h"
#include "RE/W/WorkbenchMenuBase.h"
#include "RE/W/Workshop.h"
#include "RE/W/WorkshopMenu.h"
#include "RE/X/XPChangeData.h"